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Commit 9d730e95 authored by Alexander Rose's avatar Alexander Rose
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use boundary helper to calculate geometry bounding sphere

parent 8dc4d450
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......@@ -6,7 +6,7 @@
import { Sphere3D } from 'mol-math/geometry'
import { Mat4, Vec3 } from 'mol-math/linear-algebra'
import { ValueCell } from 'mol-util';
import { BoundaryHelper } from 'mol-math/geometry/boundary-helper';
export function calculateTextureInfo (n: number, itemSize: number) {
const sqN = Math.sqrt(n)
......@@ -34,76 +34,43 @@ export function createTextureImage(n: number, itemSize: number): TextureImage<Ui
return { array: new Uint8Array(length), width, height }
}
export interface PositionValues {
aPosition: ValueCell<Float32Array>
drawCount: ValueCell<number>,
aTransform: ValueCell<Float32Array>,
instanceCount: ValueCell<number>,
}
function getPositionDataFromValues(values: PositionValues) {
return {
position: values.aPosition.ref.value,
positionCount: values.drawCount.ref.value / 3 / 3,
transform: values.aTransform.ref.value,
transformCount: values.instanceCount.ref.value
}
}
export function calculateBoundingSphereFromValues(values: PositionValues) {
const { position, positionCount, transform, transformCount } = getPositionDataFromValues(values)
return calculateBoundingSphere(position, positionCount, transform, transformCount)
}
export function calculateBoundingSphere(position: Float32Array, positionCount: number, transform: Float32Array, transformCount: number): { boundingSphere: Sphere3D, invariantBoundingSphere: Sphere3D } {
//
const m = Mat4.zero()
let cx = 0, cy = 0, cz = 0;
let radiusSq = 0;
const m = Mat4.zero()
const v = Vec3.zero()
const boundaryHelper = new BoundaryHelper()
export function calculateInvariantBoundingSphere(position: Float32Array, positionCount: number): Sphere3D {
boundaryHelper.reset(0)
for (let i = 0, _i = positionCount * 3; i < _i; i += 3) {
cx += position[i];
cy += position[i + 1];
cz += position[i + 2];
}
if (positionCount > 0) {
cx /= positionCount;
cy /= positionCount;
cz /= positionCount;
Vec3.fromArray(v, position, i)
boundaryHelper.boundaryStep(v, 0)
}
boundaryHelper.finishBoundaryStep()
for (let i = 0, _i = positionCount * 3; i < _i; i += 3) {
const dx = position[i] - cx
const dy = position[i + 1] - cy
const dz = position[i + 2] - cz;
const d = dx * dx + dy * dy + dz * dz;
if (d > radiusSq) radiusSq = d;
Vec3.fromArray(v, position, i)
boundaryHelper.extendStep(v, 0)
}
return boundaryHelper.getSphere()
}
const c = Vec3.create(cx, cy, cz)
const ct = Vec3.zero()
const center = Vec3.zero()
const centers = new Float32Array(3 * transformCount)
export function calculateTransformBoundingSphere(invariantBoundingSphere: Sphere3D, transform: Float32Array, transformCount: number): Sphere3D {
const { center, radius } = invariantBoundingSphere
boundaryHelper.reset(0)
for (let i = 0, _i = transformCount; i < _i; ++i) {
Mat4.fromArray(m, transform, i * 16)
Vec3.transformMat4(ct, c, m)
Vec3.add(center, center, ct)
Vec3.toArray(ct, centers, i * 3)
Vec3.transformMat4(v, center, Mat4.fromArray(m, transform, i * 16))
boundaryHelper.boundaryStep(v, radius)
}
Vec3.scale(center, center, 1 / transformCount)
let r = Math.sqrt(radiusSq)
let radius = r
boundaryHelper.finishBoundaryStep()
for (let i = 0, _i = transformCount; i < _i; ++i) {
Vec3.fromArray(ct, centers, i * 3)
radius = Math.max(radius, Vec3.distance(center, ct) + r)
Vec3.transformMat4(v, center, Mat4.fromArray(m, transform, i * 16))
boundaryHelper.extendStep(v, radius)
}
return boundaryHelper.getSphere()
}
return { boundingSphere: { center, radius }, invariantBoundingSphere: { center: c, radius: r } };
export function calculateBoundingSphere(position: Float32Array, positionCount: number, transform: Float32Array, transformCount: number): { boundingSphere: Sphere3D, invariantBoundingSphere: Sphere3D } {
const invariantBoundingSphere = calculateInvariantBoundingSphere(position, positionCount)
const boundingSphere = calculateTransformBoundingSphere(invariantBoundingSphere, transform, transformCount)
return { boundingSphere, invariantBoundingSphere }
}
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